#(Believe it or not) Grineer Interception Mission Delay Kill Tech
1189 messages · Page 2 of 2 (latest)
https://www.youtube.com/watch?v=Aqizz3CFuWU
odin delay 1r+2r 3000kills
+wisp
+wisp
next alator
so resupply elec?
its good in practice on certain maps
mainly tyana callisto
cause i do feel maybe gas is delaying spawns 🤔
thats the point
in theory its bad on tyana but killing fast enough for non gas to be better is insanely hard/impossible afaik
so in theory - the chosen one would run elec?
ty for clarifying that point ab gas tho : )
if u are going to use sobek use gas everywhere not infested
just dont mod sd unless tyana pass
no gas allowed on callisto
how come?
alr
also i havent tested it too much
both my callisto 1ks were triple cyte non gas
but i dont have enough plays on the map to be certain of anything
one was closer to 1.1
lemme see if i dcan find it
1040 average on one
sat wasnt super good tho
9.2%
after looking through a few run showcases it does feel like we had better average with higher saturation
ty for the comments 🧙♂️
Bro u don understand
We were highrolling so hard was 900 pace the 1st half
Endo game
its balancing out hardcore
Godroll finally gg
ka supp 
In terms of delay tech, I’m above KA.
😈

classic kr highroll giganet
I am already a believer just ask John or zparca 
I tried a lot of delay tech on Cinxia as well, but in practice it didn’t have a major effect.
Sure, we got around 500 more kills, but it wasn’t decisive. (That amount could honestly just be attributed to RNG.)
I think it heavily depends on how wide the spawn points are on Grineer tilesets.
Even on Odin, there are places where waiting for enemies matters a lot, and places where it barely matters. If the space is too narrow, the amount of enemies that can spawn is limited no matter how long you wait. Most of Cinxia is like that.
However, Alator and Umbriel have several wide spawn areas, and it does seem to show some effect there, though I’m not confident enough to say for sure yet.
Practice delay kills.

Lerris and eskord 
I’ll acknowledge your skill if you get 900VE in Odin.🧐
alator is just well lootkng

@unkempt dune
ty
It’s just rng
tng too
yes
but it your team loots across map and/or not efficient its gg
you will have less spawns
Yeah looting is important
Looting badly doesn’t affect your ve as much as rng tho
Looting and rng prolly the most important thing
You can lose like 1k spawns just from killing too fast as well against grin at least🥀
Just pray the kills per drone makes up for it I guess
Using delayed kills on the Alator map is still just too crazy for me.
In other words—speaking as someone who isn't particularly skilled—does that count as a "delayed kill" on my part, too?
lmao
🤣
No
delaying means basically spawning in 1 3/4- 2 spawns conpletely!to guarantee the maximum amounts of drones possible at any given time
come wisp ginger
Ninjer
15% saturation 
1.6kills + 2300 drone
delay>sat?
Even with high saturation, we probably wouldn’t have hit drone cap much.
I think that in Odin, whether saturation is 0% or 15%, you might not hit the drone cap.
crazy
So, is waiting longer the right thing to do?
As written in the main post, you shouldn’t think of this as a simple time-based delay.
You should only observe visually and track how many spawns have occurred. Each point has a fixed limit on spawn cycles.
You roughly count it by eye, and before it reaches about 5–6 spawn cycles, you should clear the enemies that have appeared.
Assume the situation where each spawn can contain one drone.
Within the limit of not exceeding 5 spawns, you wait as much as possible for spawns.
Doing it this way may prevent hitting the cap.
Honestly, even in that 16k kill run, there were still some moments where kills were a bit too fast.
With a more perfect execution, 17k might even be possible.
But just as important as delay is the fast looting from experienced teammates.
@forest prairie
so you think in each group of enemies, there should be how many enemies until you kill them?
when i delay, i shoot when i notice 1 additional spawn after the initial one
It’s not about counting individual enemies.
You look at how many times the spawn has occurred.
Assume roughly one drone per spawn, and since each spawn point has a different maximum number of spawn ticks, what matters is tracking the spawn “ticks” themselves.
Because the drone cap is 5, you shouldn’t let it go past about 5–6 ticks of accumulation.
So the key is watching the actual spawn cycles, not the number of enemies.
ok so i want 5-6 ticks of enemy spawns, then i shoot
You need to keep a wide visual focus on all spawn points.
lemme help explain this up if anyones still confused;
on odin, you'll notice enemies spawn in smaller groups compared to other maps. when you are delay killing, watch the minimap very carefully. You'll see enemies spawn in "ticks" as per kaworus word. these ticks can occur in the same, or different spot so you need to keep an eye out. you need to assess case by case, and spawn by spawn the ticks to know when to shoot. for the simplest possible explanation, allow enemies to spawn but stay under the drone cap, this will take practice, there is no "optimal time" to delay or specific "amount of enemies", because each spawn behaves differently, spawns different amounts of enemies at different intervals. As a general rule of thumb, you can allow 4-5 ticks of small enemy groups to spawn before shooting
.
delay for the most part is done by host, however spawns can sometimes rapidly ramp up, which is why usually host and client will vc and host will tell client when they can shoot and help (when ticks go past 4-5 rapidly). usually, spawns will ramp up beyond delayability when there is a longer pause than usual inbetween spawns, kind of like a calm before the storm.
shut yo chinese ass up
Ok mb 

btw have you tried delay tech on lets say 50 fps in contrast to 200 and check how long it needs to spawn fully in
kaworus pov and mine do look different, but i'd need a side by side comparison
bcs spawns tend to take like a few moments to spawn everything in
would be asuprise if anything calculating would be influenced by fps 
kill arbi
tldr?

currently theres a bug from release of arbitrations known as "delay tech"
currently theres a bug from release of arbitrations known as "shotgun lag"

What other maps deserve attention and require testing, speaking of map structure?
every interception
For now, we’ve confirmed that it definitely works on Odin/Umbriel/Alator, and when we tested other maps before, the effect wasn’t very significant.
Cinxia might still be worth trying more, but fundamentally the spawn points are too narrow, so I think its potential is probably low.
Honestly, I’m not sure whether the other factions are even meaningful.
I’ll probably test them a bit more at least once, but I think I’ve already experimented with them enough.

Whenever I play on 60 fps host enemies actually move on slow motion 
Kaworu let me host wisp you and John client

900 expected trust
If I’m not shooting I can get 400+ as host ez 
Maybe 500 if I lower pov and look at floors 
@frosty spruce
i suggested this to him, but he said no

i mean its odin so probably doable

but then delay will be unoptimal
1 extra enemy tick will spawn by the time u shoot

is 830 on odin have to be average?
830 avg is only if u delay really well

i did 771 average 😭
thats pretty good
good
dn average






Can u delay on mithra?
uhh i think not really
Endo map


